Added ability to quit from client window
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1725b244e1
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e466dbfe4d
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@ -37,9 +37,10 @@ uint8_t colours[16][3] =
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// A structure for binding together the shared state between threads:
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struct threadParameters
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{
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char * ipAddress;
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bool * keepRunning;
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struct gameState * state;
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struct clientInput * message;
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char * ipAddress;
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};
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void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
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@ -132,13 +133,13 @@ void * gameThreadHandler(void * parameters)
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void * graphicsThreadHandler(void * parameters)
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{
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bool * keepRunning = ((struct threadParameters *)parameters)->keepRunning;
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struct gameState * state = ((struct threadParameters *)parameters)->state;
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struct clientInput * message = ((struct threadParameters *)parameters)->message;
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uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
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// Create an SDL window and rendering context in that window:
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SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, 512, 512, 0);
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SDL_Window * window = SDL_CreateWindow("CSPT-Client", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 512, 512, 0);
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SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
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SDL_Event event;
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@ -206,12 +207,18 @@ void * graphicsThreadHandler(void * parameters)
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}
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break;
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}
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case SDL_QUIT:
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{
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*keepRunning = false;
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break;
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}
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default:
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{
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break;
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}
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}
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}
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// Clear the screen, filling it with black:
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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@ -239,7 +246,7 @@ void * graphicsThreadHandler(void * parameters)
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int main(int argc, char ** argv)
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{
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int serverSocket = 0;
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bool continueRunning = true;
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bool keepRunning = true;
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uint8_t currentPlayerNumber = 0;
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struct sockaddr_in serverAddress;
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struct CsptMessage currentMessage;
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@ -297,16 +304,17 @@ int main(int argc, char ** argv)
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// Configure the thread parameters:
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struct threadParameters parameters;
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parameters.message = clientInput;
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parameters.state = currentState;
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parameters.message = clientInput;
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parameters.ipAddress = ipAddress;
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parameters.keepRunning = &keepRunning;
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// Create all of our threads:
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pthread_create(&gameThread, NULL, gameThreadHandler, ¶meters);
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pthread_create(&networkThread, NULL, networkHandler, ¶meters);
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pthread_create(&graphicsThread, NULL, graphicsThreadHandler, ¶meters);
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while (continueRunning)
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while (keepRunning)
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{
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if (recv(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0) > 0)
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{
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@ -317,7 +325,7 @@ int main(int argc, char ** argv)
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// We've been told to disconnect:
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shutdown(serverSocket, SHUT_RDWR);
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serverSocket = 0;
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continueRunning = false;
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keepRunning = false;
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break;
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}
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case 2:
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@ -340,9 +348,19 @@ int main(int argc, char ** argv)
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send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
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shutdown(serverSocket, SHUT_RDWR);
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serverSocket = 0;
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continueRunning = false;
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keepRunning = false;
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}
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}
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// Say goodbye to the server:
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currentMessage.type = 1;
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currentMessage.content = 0;
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// Send the goodbye message and shutdown:
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send(serverSocket, ¤tMessage, sizeof(struct CsptMessage), 0);
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shutdown(serverSocket, SHUT_RDWR);
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serverSocket = 0;
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keepRunning = false;
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return 0;
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}
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